#version 300 es
precision highp float;


layout (location = 0) in vec4 aPosition;
layout (location = 1) in vec2 aTexCoord;
uniform mat4 uTextureMatrix;
out vec2 vTexCoord;
void main() {
    gl_Position = aPosition;
    vTexCoord = (uTextureMatrix * vec4(aTexCoord, 1.0, 1.0)).xy;
}